I worked on an SWR or SWFotE code at one point which had planets and asteroids and stars assigned as anomalies. They were they own objects in space so you could have an unlimited amount per system, rather than assigning them in the starsystem file. The commands to make these were makeanomaly and setanomaly, but ive been unable to find this code. Has anyone seen something like this lately? It's so hard to locate SWR based snippets these days.

Well if you can find code you think should be preserved, feel free to upload it here and/or at MudBytes. As long as there's no issues over copyright then making it available for download in either place should prevent it from being completely lost.

On LotJ, we have a similar system. Not make/setanomaly, but we have planets, starsystems, landing pads, etc. dynamically generated. Planets are in linked lists per their starsystems, and landing pads are found by scanning the areas attached to a planet (aset area planet). In reality, its not a very complex modification to do.

Right, most swr based games have that ability. What I think IVIKane is taking about is the ability to have asteroids or wreckage from something floating about in random paths in a star system, that if collided with your ship did damage. The closest code to that I could find is Asteroids by Odis and posted to the swfote.sf.net snippets page. I've not attempted to get that code to build in a LONG time.

What I am trying to do is have a system where all spatial objects are dynamic, but arent limited to just planets, suns, and moons. We're making a mud thats not based on Star Wars at all, but is obviously still very Sci-Fi/Space-oriented. The background story has a lot to do with black holes, and I was hoping to use the anomaly system to just add a new type of anomaly. At current I am still using the standard SWFotE system, where planets, moons, and suns locations are part of the starsystem file, and I want to eventually pull away from that and make them seperate objects, so it is not limiting me to a set number of things per system. I just dont have tons of time atm to sit down and redo the entire system, since we're in the process of revamping the entire class system to not be level based.